Traits are positive benefits. They are usually powerful, and cost 2 points, which can be gained from choosing a Flaw or Phobia.
Halve Mind damage gained from Demons, unless it's a critical failure.
Appraise items, NPCs, and enemies in Darkness. Light not required.
When you are attempting a skill check, ask your teammates how they are doing. If one responds negatively, and you are able to properly find a relevant silver lining (In a timely manner according to the DM), gain advantage on your skill check.
- Sex Appeal
Entities of the opposite sex cannot react negatively to you, socially.
- Short Sleeper
Any Class Feat, Spell, Trait, or Foible that requires Rest to use, can be used an additional time.
If you make a critical failure, or are caught out of stealth, gain an additional +15 ft. to your movement speed for the next 2 rounds.
Gain +2 Dodge AC and +1 Dexterity.
- Nerves of Steel
When a party member's resolve is being tested, give them supportive words of encouragement. If the words are impactful (And in a timely manner according to the DM), add +5 to their resolve test roll.
When another player is entering Memento Mori, you may interrupt before a roll is made, and instead take the reprecussions yourself. The reprecussions may be lightened because of this.
You may choose to negate a Flaw or Drawback effect twice every long rest.
When you awake from a rest, roll 2D6. Keep the result of those 2 dice. At any point, you may choose to substitute a roll you just made, with one of those lucky results. If you rest without using a result, it will have to be re-rolled.
Always gain +4 on Sense Motive
Gain an additional usage out of an item. Usable 2 times every long rest.
Improvised weapons gain an additional 1D6 damage.